System and method for wireless gaming system with alerts

ABSTRACT

A gaming system is provided. The gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. The system may include an alerts feature operable to generate alert to users based on any or a combination of time information, location information, financial information, user profile information, and other types of information.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.13/615,981 filed Sep. 14, 2012 which is a continuation of U.S. patentapplication Ser. No. 12/647,887 filed Dec. 28, 2009 (now U.S. Pat. No.8,506,400 issued on Aug. 13, 2013), which is a continuation of U.S.patent application Ser. No. 11/199,831 filed Aug. 9, 2005 (now U.S. Pat.No. 7,637,810 issued on Dec. 29, 2009), which claims the benefit of U.S.Provisional Patent Application No. 60/697,861 filed Jul. 8, 2005, andclaims priority to U.S. application Ser. No. 11/063,311 filed on Feb.21, 2005, which is a continuation-in-part of U.S. application Ser. No.10/835,995 filed on Apr. 29, 2004, which claims the benefit of U.S.Provisional Application No. 60/547,507 filed on Feb. 25, 2004 and U.S.Provisional Application No. 60/549,187 filed on Mar. 1, 2004. Each ofthese applications is incorporated herein by reference in its entirety.

TECHNICAL FIELD

The present invention relates generally to the field of gaming and, moreparticularly to a gaming system and method incorporating a wirelessnetwork and providing alerts and other notifications to users.

BACKGROUND

The gaming industry allows people to participate in a variety of gamingactivities within the limits of state and federal law. Possible gamingactivities include gambling, such as that provided by casinos.Casino-type gambling activities include, but are not limited to, slotmachines, table games, poker, keno, and other gaming activities thatallow for the placement of bets. Events also may be wagered on and mayinclude, for example, sporting events, such as horse or auto racing, andathletic competitions such as football, basketball, baseball, boxing,and golf. Gaming can also include non-wagering games and events, such aslottery contests. In a casino environment, the participation in suchgaming activities is generally limited by a participant's physicallocation. For example, participants in casino-type gambling activitiesmust be present at a gaming machine or at a gaming table within thecasino in order to place a bet. Similarly, people interested in wageringon sporting events or athletic competitions in a casino environment mustplace bets through a sports book that is located in the casino.

SUMMARY

Various embodiments of the invention are directed to gaming systems,which may be wireless gaming systems. According to certain embodiments,the gaming system is operable to make various gaming activitiesavailable to one or more users over a communications network and todisplay information associated with the activities to the users ongaming devices. The gaming devices may be mobile communication devices.Gaming activities may include any activities referred to or contemplatedherein and are not limited to games. Gaming activities can include, forexample, games, gambling activities, sporting events, purchase of goodsor services, and accessing concierge services.

According to one embodiment the system includes at least one processor,at least one data storage device electronically coupled to theprocessor, and at least one gaming device in electronic communicationwith the processor. The at least one data storage device stores alertinformation associated with a gaming activity. The system is operable torecognize an event. The at least one processor is operable to generatean alert in response to the event. The alert includes at least a portionof the alert information. The system is further operable to forward thealert to the at least one gaming device for presentation to a user ofthe at least one gaming device.

According to another embodiment, a method is provided for providing analert to a user on a gaming system. The method includes several steps.In one step, a communications link is established between a user deviceand a processor. In another step, alert information is stored on a datastorage device. In another step, an electronic signal corresponding tothe occurrence of an event is recognized. In another step, the processoris activated to generate an alert in response to the signal. In anotherstep, the alert is forwarded to the user based on at least one or morecriteria.

According to another embodiment, software is provided for providing analert to a user on a gaming system. The software operable to establish acommunications link between a user device and a processor. The softwareis further operable to store alert information on a data storage device.The software is further operable to recognize an electronic signalcorresponding to the occurrence of an event. The software is furtheroperable to activate the processor to generate an alert in response tothe signal. The software is further operable to forward the alert to theuser based on at least one or more criteria.

Various embodiments of the present invention may benefit from numerousadvantages. It should be noted that one or more embodiments may benefitfrom some, none, or all of the advantages discussed below.

One advantage is that the system enables remote, wireless, mobile gamingover a secure network. Another advantage is that the system enablesremote, wireless, mobile, gaming, while preventing gaming byunauthorized users and from unauthorized locations. Another advantage isthe enablement of a gaming system accessible by remote, wireless, mobileusers, wherein the system includes gaming communication devices used bythe users and connected to a communication network, and wherein aportion of the communication network is movable.

Certain embodiments present advantages related particular to the alerts.Among other things, a gaming system provides alerts to users to informusers of opportunities to participate in events, when the users mightnot otherwise know about the opportunities. The system provides a morepersonalized gaming experience for users. The system increases revenueby presenting gaming opportunities to users in more places than thelocation of a physical gaming facility. The system provides alerts thatmay be generated, configured, presented, and distributed in multipledifferent ways depending upon effective combinations of timeinformation, user location information, user preference and profileinformation, and other types of information.

Other advantages will be readily apparent to one having ordinary skillin the art from the following figures, descriptions, and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and forfurther features and advantages, reference is now made to the followingdescription, taken in conjunction with the accompanying drawings, inwhich:

FIG. 1 illustrates a gaming system according to an embodiment of thepresent invention;

FIG. 2 illustrates a gaming system with a wireless network according toan embodiment of the present invention;

FIG. 3 is a block diagram of a gaming system illustrating various gamingactivities in accordance with an embodiment of the present invention;

FIG. 4 illustrates a gaming system showing coverage areas in accordancewith an embodiment of the present invention;

FIG. 5 illustrates a gaming system with a wireless network showingtriangulation location determination in accordance with an embodiment ofthe present invention;

FIG. 6 is a flow chart depicting steps in a gaming method according toan embodiment of the present invention;

FIG. 7 depicts a gaming system showing a communication path inaccordance with an embodiment of the present invention;

FIG. 8 illustrates a ship-based gaming system in accordance with anembodiment of the present invention;

FIG. 9 illustrates a wireless gaming system with user profiles and analert generation module in accordance with an embodiment of the presentinvention;

FIG. 10 illustrates a method of providing user profiles in a wirelessgaming system in accordance with an embodiment of the present invention;and

FIG. 11 illustrates a method of providing an alert to a user of awireless gaming system in accordance with an embodiment of the presentinvention.

DETAILED DESCRIPTION

A gaming system enables participants to engage in gaming activities fromremote and/or mobile locations. The possible gaming activities includegambling, such as that provided by casinos. Gambling activities mayinclude any casino-type gambling activities including, but not limitedto, slot machines, video poker, table games (e.g., craps, roulette,blackjack, pai gow poker, Caribbean stud poker, baccarat, etc), thewheel of fortune game, keno, sports betting, horse racing, dog racing,jai alai, and other gambling activities. The gaming activities can alsoinclude wagering on any type of event. Events can include, for example,sporting events, such as horse or auto racing, and athletic competitionssuch as football, basketball, baseball, golf, etc. Events can alsoinclude such things that do not normally involve wagering. Such eventsmay include, without limitation, political elections, entertainmentindustry awards, and box office performance of movies. Gaming can alsoinclude non-wagering games and events. Gaming can also include lotteriesor lottery-type activities such as state and interstate lotteries. Thesecan include all forms of number-selection lotteries, “scratch-off”lotteries, and other lottery contests. The gaming system may beimplemented over a communications network such as a cellular network ora private wireless and/or wireline network. Examples of the latterinclude WiFi and WiMax networks. In one embodiment, the gaming systemcommunications network is entirely independent of the Internet. Inanother embodiment, the gaming system operation makes minimal use of theInternet, such that only information for which there is no securityissues is transmitted via the Internet and/or information may beencrypted. Preferably, the communications network enables players toparticipate in gaming from remote locations (e.g., outside of the gamingarea of a casino). Also, the system may enable players to be mobileduring participation in the gaming activities. Preferably, the systemhas a location verification or determination feature, which is operableto permit or disallow gaming from the remote location depending uponwhether or not the location meets one or more criteria. The criterionmay be, for example, whether the location is within a pre-defined areain which gaming is permitted by law.

Certain embodiments are directed to an alert feature. For example, thegaming system may be configured to initiate one or more alerts to one ormore users based on any number of criteria. For instance, an alert maybe based on the location of a user. The system may also be configured tokeep track of other non-location dependent parameters. The initiation ofan alert may depend on a time parameter. Gaming alerts can also be basedon this and/or other information maintained in a user profile. Alertscan be prioritized for presentation and the content and display of thealerts may be customized by the user or another entity. As a relatedconcept, the system may be configured to provide directions and/or maps.Another related concept involves enabling a user to view a certainactivity or area remotely. The alert may be generated in response to theexistence of data within a user profile. Additionally, the content andpresentation of the alert may be determined based on information in theuser profile. Thus, when the alerts occur, as well as what the alertsindicate may be customized or tailored according to user preferences (orany other information maintained about the user (e.g., in a userprofile).

As shown in FIG. 1, for example, gaming system 10 includes at least oneuser 12. The system may include additional users such that there is atleast a first user 12 and a second user 14. Multiple users may access afirst gaming system 10, while other multiple users access a secondgaming system (not shown) in communication with first gaming system 10.Users 12 and 14 preferably access system 10 by way of a gamingcommunication device 13. Gaming communication device 13 may comprise anysuitable device for transmitting and receiving electroniccommunications. Examples of such devices include, without limitation,mobile phones, personal data assistants (PDAs), computers,mini-computers, etc. Gaming communication devices 13 transmit andreceive gaming information to and from communications network 16. Gaminginformation is also transmitted between network 16 and a computer 18,such as a server, which may reside within the domain of a gaming serviceprovider 20. The location of computer 18 is not critical, however, andcomputer 18 may reside adjacent to or remote from the domain of gamingservice provider 20. Moreover, in certain embodiments, a gaming serviceprovider is not required. The computer 18 and/or gaming service provider20 may reside within, adjacent to, or remote from a gaming provider (notshown in FIG. 1). The gaming provider may be an actual controller ofgames, such as a casino. As an example, a gaming service provider may belocated on the grounds of a casino and the computer 18 may be physicallywithin the geographic boundaries of the gaming service provider. Asdiscussed, however, other possibilities exist for remote location of thecomputer 18 and the gaming service provider 20. Computer 18 may functionas a gaming server. Additional computers (not expressly shown) mayfunction as database management computers and redundant servers, forexample.

Preferably, software resides on both the gaming communication device 13and the computer 18. Software resident on gaming communication device 13is preferably operable to present information corresponding to gamingactivities (including gambling and non-gambling activities discussedherein) to the user. The information includes, without limitation,graphical representations of objects associated with the activities, andpresentation of options related to the activities and selectable by theuser. The gaming communication device software is also preferablyoperable to receive data from the computer and data input by the user.Software resident on the computer is preferably able to exchange datawith the gaming communication device, access additional computers anddata storage devices, and perform all of the functions described hereinas well as functions common to known electronic gaming systems.

Gaming information transmitted across network 16 may include anyinformation, in any format, which is necessary or desirable in theoperation of the gaming experience in which the user participates. Theinformation may be transmitted in whole, or in combination, in anyformat including digital or analog, text or voice, and according to anyknown or future transport technologies, which may include, for example,wireline or wireless technologies. Wireless technologies may include,for example, licensed or license-exempt technologies. In particularembodiments, network 16 may include a Land Area Network (LAN), a WideArea Network (WAN), a Metropolitan Area Network (MAN), a Personal AreaNetwork (PAN), the Internet, an Intranet, an Extranet, or anycombination of these or other suitable communication networks. Somespecific technologies which may be used include, without limitation,Code Division Multiple Access (CDMA), Time Division Multiple Access(TDMA), Global System for Mobile Communication (GSM), General PacketRadio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public SwitchedTelephone Network (PSTN), Digital Subscriber Line (DSL), IntegratedServices Digital Network (ISDN), Blue Tooth, or cable modemtechnologies. These are examples only and one of ordinary skill willunderstand that other types of communication techniques are within thescope of the present invention. Further, it will be understood thatadditional components may be used in the communication of informationbetween the users and the gaming server. Such additional components mayinclude, without limitation, lines, trunks, antennas, switches, cables,transmitters, receivers, computers, routers, servers, fiber opticaltransmission equipment, repeaters, amplifiers, etc.

In at least one embodiment, the communication of gaming informationtakes place without involvement of the Internet. However, in certainembodiments, a portion of the gaming information may be transmitted overthe Internet. Also, some or all of the gaming information may betransmitted partially over an Internet communications path. In certainembodiments, some information is transmitted entirely or partially overthe Internet, but the information is either not gaming information or isgaming information that does not need to be maintained secretly. Forinstance, data that causes a graphical representation of a table game onthe user's gaming communication device might be transmitted at leastpartially over the Internet, while wagering information transmitted bythe user might be transmitted entirely over a non-Internetcommunications network.

Various aspects of embodiments directed to the alert feature areillustrated in FIGS. 9-11. As shown in FIG. 9, for example, certainembodiments of the gaming system may include software and hardware toenable the provision of alerts to one or more users of the system.Accordingly, system 910 includes at least one user 912. Users 912preferably access system 910 by way of gaming communication devices 913.Gaming communication devices 913 transmit and receive gaming informationto and from communications network 916. Gaming information is alsotransmitted between network 916 and a computer 918, such as a server,which may reside within the domain of a gaming service provider 920. Aswith the description of system 10 in connection with FIG. 1, this is anexample illustration only and it will be readily understood that system910 may be modified in any number of ways within the scope and spirit ofthe detailed description. For example, the computer 918 may comprisemultiple servers, which may be centralized or distributed. Preferably,system 910 includes at least one database 922. The database(s) 922 maybe any suitable database capable of receiving, storing, and/ordistributing electronic data.

System 910 also includes an alerts module 940. Alerts module 940 isshown as being maintained on computer 918, but alerts module 940 may belocated in different locations and also may be distributed acrossmultiple locations or platforms. For example, portions of softwarecomprising the alerts module may be maintained on one or more servers,while other portions may be maintained on the gaming devices.

Preferably alerts module 940 is operable to perform various functionsassociated with initiating alerts, determining the content of alerts,and forwarding alerts to users, based on certain parameters describedmore fully below in connection with FIG. 11.

FIG. 11 illustrates a method 1100 of providing alerts in accordance withan example embodiment. In step 1110, a user accesses the gaming system.In step 1112, the system recognizes the occurrence of an event. In step1114, the system generates an alert at least partially in response tothe event. In step 1116, the alert is forwarded to the user. In step1118, the user receives the alert.

Step 1110 may be accomplished according to any of the various methods orconfigurations described or contemplated herein. For example, the usermay be a new user and receive a gaming device from a hotel, casino,gaming service provider, telecommunications provider or other entity.The user may register the device to enable gaming services or the devicemay be pre-registered. The user may provide certain identity and/orcredit information in order to be allowed to participate in certaingaming activities. As described more fully below, the system may beprovided with a user profile feature. User information and otherinformation not necessarily associated with a particular user may becollected, maintained, and modified by the system. The information maybe maintained in a user profile. The user profile may at least partiallydictate the generation, content, and provisioning of an alert to a user.Preferably, when a user accesses the system the system either initiatesa default alerts preference or a customized alerts preference based oninformation about, or associated with, the user and/or the user'sprofile. For example, if the user has an associated user profile, thealerts module may, upon access of the system by the user, query the userprofile to determine the user's preferences regarding content anddistribution of alerts. Alternatively, a default alerts configurationmay be predetermined and established for users that have not specifiedany preferences.

Step 1112 may be accomplished by any process or technique in which anevent, condition, parameter, etc. may be electronically represented andrecognized by the system (e.g., recognized by software operating on asystem server). Events can include any occurrence or change in acondition. For example, an event may be the occurrence of a particulartime, such as a time of day, or a certain minute of an hour. An eventmay be the arrival at, departure from, or the existence of a user orgaming device, or other item or person at a particular location. Theevent may be the occurrence of some action or activity, such as thestart of a show or sporting event, the opening or closing of a store orrestaurant, the opening of a certain physical or virtual gaming table,etc. The event may be administrative in nature, such as a particularstaff person going on duty, scheduled maintenance of a device or system,an action by a service person (e.g., entry of a cleaning person into ahotel room), etc. The event may be financial in nature, such as a changein the credit status of a user, or the placement of a bet within a rangeor above or below a certain threshold.

The event may directly trigger an alert, or may cause an update toinformation maintained on the system and, at the same time or later,indirectly result in an alert. The event may result in an event beinggenerated. The event may determine the content of the alert. The eventmay determine how the content is presented to a user. The alert maydetermine which user(s) receives the alert or how the alert is otherwisedistributed or managed.

Step 1114 may be accomplished according to any suitable technique orprocess for generating electronic information. For example, upon theoccurrence of an event, software which comprises part of the alertsmodule may recognize the existence of a value in a certain data field.In response, the software may generate a data set that represents analert message. As indicated previously, whether the alert is generated,its content and presentation to a user, and the distribution of thealert may all be dictated at least partially by any of the variousparameters described or contemplated herein.

The alerts module may configure alerts according any of a number ofparameters or combinations thereof. As one example, an alertsconfiguration may specify that an alert will be sent to a user based ona particular date; day or days of the week, month or year; time ormultiple times of day, etc. Such alerts may be referred to as time-basedalerts. Any or all of the content, presentation, timing, anddistribution of the alerts may be dictated by time.

The alerts may also be configured to generated, presented, and/ordistributed according to the location of the user, or according to thelocation of a different user. For example, if a user is in a certainlocation (e.g., a pool area of a casino property) the content of analert may be related to the location. In this example situation, thecontent of the alert might include directions from the user's locationto a particular event. As another example, an alert sent to a userlocated in the pool area might begin “When you leave the pool, you mightbe interested in . . . ” As another example, an alert might only be sentto user's in a certain location. For example, an alert about thebeginning of a poker tournament might only be sent to those users in thesame state, city, or venue of the poker tournament. Similarly, the alertto a first user may be based on the location of a second user. Forinstance, a first user may have a friend who is a second user and is onthe first user's buddy network on the system. The first user might be ata first location and the second user at a second location. If the seconduser leaves the second location, enters the first location, or enters athird location, the result may be that an alert is sent to the seconduser based at least partially on the activity being engaged in by thefirst user. As an example the first user might be at a blackjack tablein a first casino. The second user might be in a sports book in a secondcasino. If the second user leaves the sports book, an alert might begenerated and distributed to the second user notifying him that thefirst user is at the blackjack table in the first casino and invitingthe second user to join the first user. Such alerts may be referred toas location-based alerts. Any or all of the content, presentation,timing, and distribution of the alerts may be dictated by the locationof the user or another user or gaming device connected to the system.

The generation, content, and distribution of location-based alerts maybe combined with any of the various location-determination techniquesdescribed or contemplated herein. As an example, location determinationmay be used to determine that a user is located within a certain area,such as within a casino property. As a result, an alert may be sent tothe user (e.g., to be displayed on a gaming device) inviting the user tovisit and play at a type of game, or at a particular table physicallylocated within the casino gaming area, or to participate in a particulargame on the gaming device. As another example, if a player is passing aparticular gaming table, an RFID tag (or other signaling device) may bedetected, or a transmitted signal be detected, by a wireless accesspoint (or some other detection device) and an alert may be sent to theuser inviting the user to play at that table and possibly to make aspecial bet at that table (e.g., a one-time-only, 100× pass line bet ata craps table). According to another related aspect, sensing orsignaling devices (e.g., RFID tags) can also be used to triggerdifferent actions depending upon where a player is located in thecasino. For example, a player might be walking past a restaurantentrance. An alert may be sent to the player's gaming device indicatinga promotional offer such as a 2-for-1 dinner special.

It should be understood that alerts can correspond to any of theactivities, services, or ancillary or miscellaneous informationdescribed herein that can be accessed by, or distributed to users. Thus,alerts can relate to, for example, gaming activities, conciergeservices, news and investment information, merchandise and servicetransactions, administrative functions, financial transactions, creditstatus, etc.

Step 1116 may be performed according to any of the variouscommunications techniques described herein or according to any generallyknown communication techniques. Preferably, once an alert has beengenerated and configured, it is forwarded to those users that the systemdetermines should receive the alert. The alert may be forwarded, forexample, over the same communication network that enables users to usegaming devices to access the various gaming activities and services ofthe system. However, the alert may be forwarded to users in other ways,such as on a separate communications network, or to a display or othercommunication device that is different from the gaming device being usedby the user. For example, if an alert is going to out to a large numberof users and the alert is one that is likely to be of marginal interest,the alert (although generated and/or configured in response to useractivities, for instance), might be forwarded to a common display unitviewable from multiple locations in a casino gaming area.

Step 1118 is preferably accomplished by the user viewing the alert onthe gaming communication device. The alert may be presented or displayedto the user in a format determined, at least in part, by any of theparameters described or contemplated herein. For example, if the user islocated outdoors, the display may be automatically brightened in orderto allow the user to more easily view the alert. The alert may bepresented in any one or a combination of textual, visual, oral, or otherinformation exchange formats. Alerts presented to users on the screen ofa gaming communication device, for example, may be configured in anydesirable manner Preferably, the information is displayed in a way as tomost effectively utilize the screen real estate to convey the alertmessage. Thus, different alerts of differing types, or having differingpriorities, can be displayed differently on the gaming device. Forexample, a more important alert can be displayed as a popup whilesecondary alerts scroll at the bottom of the screen. The player canregister for alerts and determine his own particular alert configurationpreferences.

According to an aspect of certain embodiments, directional informationmay be might be provided to one or more users. The directionalinformation may be associated with an alert. The directional informationmay be based on any of the parameters described herein (e.g., profiles,alerts, locations, changes in play or other activities, etc). Directionsmay be given to activities, locations, seats, tables, recreationalspots, restaurants, change cages, information booths, casinos, hotels,sports venues, theaters, etc. For example directions may be given to aparticular table or gaming area, a casino other than the one where theuser is presently located or where another user is located, a restaurantthat is specified in a user profile, a sports book area of a casino, ahotel room, etc.

The directions can be presented orally, textually, and/or graphically(e.g., as map with zoom capabilities). An example of how directionswould be provided involves a user profile indicating that the user likesto play high-limit blackjack on Saturday nights, but that the user doesnot have a particular casino preference. If the user enters any casinofor which the system is operable, the system provides the user with analert inviting the player to the high-limit blackjack tables anddirectional information in the form of a visual route. Another exampleinvolves a user leaving a sports book in a casino and the user hasindicated that he wants to play craps. The device gives walkingdirections to the craps tables. Another example involves a user that hasa preferred list of dinner restaurants. At a predetermined time (e.g.,8:00 pm), the system presents the user with the list, lets the user makea selection and a reservation. The system then provides the user withverbal directions from the user's current location to the selectedrestaurant. The system may also be configured to provide ancillaryinformation based, at least in part, on the alert, the profile, or thedirectional information being provided. For example, the system maynotify a user that the user will need a cab, or will need to take thetram, or will need a jacket and tie, or will need an umbrella, etc.depending on where the user is going and the route he is taking.

According to another aspect of certain embodiments, the system enables auser to view a certain activity or area remotely. For example, cameras(or other viewing devices) may be disposed throughout a casino property(or other relevant area). At kiosks, or on the wireless gaming devices,users can “peek” into one or more selected areas to see the activity inthe selected area(s). For example, from the pool, a user can tell if thecraps tables have changed limits or are filling up with people. From thecraps table, a user can see if the restaurant or bar is becomingcrowded.

According to aspects of certain embodiments, the operation of the alertsmodule and the alerts methods are integrated with various techniques formanaging user profile information. User profiles are described ingreater detail below in connection with FIGS. 9-10. An example of thisaspect is that the system may be configured to recognize that a user hascertain preferred dealers or stickmen when playing certain casino games.When those dealers or stickmen are on duty, and if the user is locatedin a certain area, or within a certain distance, an alert may be sentinviting the user to participate in the gaming activity at theparticular table where the dealer or stickman is on duty.

Thus, when user profile information indicates that a one or morepredetermined criteria are met, the system may send an alert to thecorresponding user or to another user. For example, the system may“learn” that a player is a fan of certain sports teams. The systemmonitors information about upcoming events that involve those teams and,at a predetermined time, checks to see if the user has placed a bet onthe event(s). If not, the system invites the user to visit a sports bookto make a bet. As another example, the system knows a user prefers $10minimum tables and alerts the user to the opening of a seat at such atable. As another example, the alerts can be triggered by informationwhich is not directly related to or associated with the particular user(e.g., non-user specific information). For instance an alert might betriggered by a certain time or the occurrence of a certain event (e.g.,the odds given on a certain sports event changing by a certainpredetermined amount).

According to certain embodiments, the wireless gaming system canincorporate a user profile element. One or more user profiles may becreated, maintained, and modified, for example, on one or more of theservers of the gaming system. Generally, the user profiles includeinformation relating to respective users. The information may bemaintained in one or more databases. The information may be accessibleto the gaming server and/or to one or more mobile devices. The deviceswhich may access the information may, according to certain embodiments,include gaming devices or gaming management devices. Gaming managementdevices may include wireless devices used by casino staff to providegaming services or gaming management services.

At least certain embodiments include software and/or hardware to enablethe provision, modification, and maintenance of one or more userprofiles. Thus, one or more user profiles may each comprise a set ofdata maintained in a data storage device. The data set(s) for eachrespective user profile may reflect any of a number of parameters orpieces of information, which relate to the particular user(s)corresponding to the profile(s). Although not intended to be exhaustive,such information may include, for example, gaming activity preferences,such as preferred game and/or game configuration, preferred screenconfiguration, betting preferences, gaming location preferences, diningand other service preferences, and so forth. The information may alsoinclude user identity information, such as name, home address, hotelname and room number, telephone numbers, social security numbers, usercodes, and electronic files of fingerprint, voice, photograph, retinascan, or other biometric information. User profile information may alsoinclude information relating to the user, but not determined by the useror the user's activities. Such information may include any informationassociated with, or made part of, a profile. For example, an entity suchas a casino, may include as part of a profile certain rules governingthe distribution of promotions or offers to the user. User profileinformation can include any codes, account numbers, credit information,concierge or other service information, approvals, interfaces,applications, or any other information which may be associated with auser. Thus, user profile information may include any information that isparticular to a given user. For example, profile information may includethe location(s) at which a particular user has played, skill levels,success levels, types of games played, and betting styles, and trends ofinformation relating to the user's activities.

The gaming system may be configured to establish a new profile for anyuser who is using a gaming device for the first time. Alternatively, anew profile may be established for a prior user who has not played for apredetermined time period. The gaming system may set up the profile,monitor user activities, adjust the profile, and adjust information(such as graphics) displayed to the user. The gaming system may beconfigured to use the profile information to alter the presentation ofgaming information to the user. For example, if a prior user hasreturned to the gaming system, the system may consult the profile forthe user and determine that in the prior session of gaming the user lostmoney on craps but won money on blackjack. Based on this information,the system may adjust the default gaming screen and present a blackjacktable for the user. As a further example, the profile information mayindicate that the majority of the user's prior blackjack time was spenton $25 minimum tables. The system may, accordingly, make a furtheradjustment to the gaming environment and make the blackjack table beingpresented a $25 table. In this sense, the gaming system enablespersonalized wireless gaming based on one or more criteria maintained ina user profile.

The user profiles may be established, maintained, and periodicallyupdated as necessary to enable a gaming provider to provide an enhanced,current, and/or customized gaming experience. Updates may undertakenbased on any suitable trigger, such as the occurrence of an event, theoccurrence of a user activity, or the passage of a certain predeterminedtime period. Any or all of the profile information may be updated.

Certain user profile aspects are depicted in FIGS. 9 and 10, forexample. As shown in FIG. 9, and as discussed above, system 912preferably includes at least one database 922. The database(s) 922 maybe any suitable database capable of receiving, storing, and/ordistributing electronic data. One or more user profiles 924 aremaintained within database 922. Each user profile 924 preferablyconsists of one or more data files. It should be, however, that the userprofiles may be maintained in any form that allows establishment,maintenance, and or updating of the profiles via the transfer ofelectronic information. It should also be understood that the userprofile information may be centralized or distributed and certainportions of user profile information may be maintained at differentelements within or without system 910. A graphic user interface (“GUI”)926 may also be provided to enable or assist in the management ofinformation within user profiles 924.

According to at least one embodiment, at least one user profile includesvarious information corresponding to at least one user of system 910.Such information may include, for example, user-specific information andnon-user specific information. User-specific information may include anyinformation that is determined in whole or in part by somecharacteristic of the user. For example, user-specific information mayinclude information relating to user preferences, activities, habits,location, identity, etc. Non-user specific information may include anyinformation that is not necessarily dictated by user characteristics.Non-user specific information may, however, be associated with one ormore users. For example, non-user specific information may includegaming configurations, promotional information, activity schedules, etc.

Preference information may include any information which is at leastpartially determinative of a user's preferences with respect to at leastone aspect of the gaming services. As such, preference information maybe at least partially determinative of gaming presentation, gamingconfiguration, screen or display configuration, available activities,betting limits, service availability, service preferences,notifications, communication preferences, personnel and staffpreferences, etc. Activity information may include any informationreflecting a user's activities, whether they be gaming or serviceactivities. As such activity information may include such things asindications of activity types during a particular time period, servicesand or games accessed by the user, applications for credit, fundstransfers, service activities (e.g., dining, room service, laundry, carrental, etc.), bets made, win and loss information, cashing outactivities, communication with staff, etc. Habit information may includeany information reflecting an indication of a habit or trend of activityof a user. Such information may include, for example, increases ordecreases in gaming times, bet amounts, frequency of activities,transfer of funds, times in which activities are undertaken,associations between two or more activities, etc. Location informationmay include any information related to a user's location within apredetermined space. The space may be a jurisdiction, state, region,country, city, casino property, casino gaming area, race track, sportsvenue, store, hotel, recreation area, restaurant, theater, or any otherrelevant space. The location information may include associatedinformation such as date, time of day, or other information associatedwith the location of the user. The location information may includeinformation to reflect location over a certain time period or multipletime periods. The location information may indicate a series oflocations, a route, a preferred destination, etc. Identify informationmay include any information indicative of the identity of the user. Suchinformation may include, for example, name, address, phone number,codes, social security numbers, passwords, user names, loginidentifications, and biometric information (e.g., retain scan,fingerprint, and voice print information).

Non-user specific information is intended to encompass any informationthat does not necessarily correspond to a particular user. Suchinformation can include gaming configurations, schedules, availablegaming activities or services, displays, menus, announcement content,promotional content, information about other users or non-users (e.g.,staff), and the like.

FIG. 10 illustrates an example method 1010 for establishing,maintaining, modifying, and acting on, a user profile. According to afirst step 1012, a user profile is initially established. Theestablishment of the user profile may comprise the creation of one ormore data files to include one or more pieces of profile information.The profile information may include, for example, user-specificinformation such as name, credit information, and identity information.The user information may be any type of information considered ordiscussed herein. At step 1014, an event occurs, which impacts at leastone piece of information within the user profile. At step 1016, the userprofile is updated as a result of the event. In certain cases, the userprofile is updated to reflect and/or record the occurrence of the event.In other instances, the occurrence of the event merely causes a piece ofinformation to be updated. At step 1018, the user profile is queried todetermine the existence of one or more parameters. A parameter may beany suitable piece of information. For example, the query may determinewhether any portion of the user profile information matches a piece ofinformation specified by the query. At step 1020, if the response to thequery is affirmative, then a response action is initiated. Otherwise,the method returns to step 1014 to accept additional updates of the userprofile.

Other aspects of the various embodiments of the wireless gaming systemare shown in FIGS. 2-8. According to one embodiment, as shown in FIG. 2for example, the communications network comprises a cellular network 22.Cellular network 22 comprises a plurality of base stations 23, each ofwhich has a corresponding coverage area 25. Base station technology isgenerally known and the base stations may be of any type found in atypical cellular network. The base stations may have coverage areas thatoverlap. Further, the coverage areas may be sectorized ornon-sectorized. The network also includes mobile stations 24, whichfunction as the gaming communication devices used by users to access thegaming system and participate in the activities available on the gamingsystem. Users are connected to the network of base stations viatransmission and reception of radio signals. The communications networkalso includes at least one voice/data switch, which is preferablyconnected to the wireless portion of the network via a dedicated, securelandline. The communications network also includes a gaming serviceprovider, which is likewise connected to the voice/data switch via adedicated, secure landline. The voice/data switch may be connected tothe wireless network of base stations via a mobile switching center(MSC), for example and the landline may be provided between thevoice/data switch and the MSC.

Users access the gaming system by way of mobile stations which are incommunication with, and thus part of, the communications network. Themobile station may be any electronic communication device that isoperable in connection with the network as described. For example, inthis particular embodiment, the mobile station may comprise a cellulartelephone.

Preferably, in the case of a cellular network for example, the gamingsystem is enabled through the use of a private label carrier network.Each base station is programmed by the cellular carrier to send andreceive private secure voice and/or data transmissions to and frommobile station handsets. The handsets are preferably pre-programmed withboth gaming software and the carrier's authentication software. The basestations communicate via Private T-1 lines to a switch. A gaming serviceprovider leases a private T-1 or T-3 line, which routes the calls backto gaming servers controlled by the gaming service provider. Encryptioncan be installed on the telephones if required by a gaming regulationauthority, such as a gaming commission.

The cellular network is preferably a private, closed system. Mobilestations communicate with base stations and base stations are connectedto a centralized switch located within a gaming jurisdiction. At theswitch, voice calls are transported either locally or via long distance.Specific service provider gaming traffic is transported from the centralswitch to a gaming server at a host location, which can be a casino orother location.

As subscribers launch their specific gaming application, the handsetwill only talk to certain base stations with cells or sectors that havebeen engineered to be wholly within the gaming jurisdiction. Forexample, if a base station is close enough to pick up or send a signalacross state lines, it will not be able to communicate with the device.When a customer uses the device for gaming, the system may prohibit, ifdesired, the making or receiving voice calls. Moreover, voice can beeliminated entirely if required. Further, the devices are preferably notallowed to “connect” to the Internet. This ensures a high level ofcertainty that bets/wagers originate and terminate within the boundariesof the gaming jurisdiction and the “private” wireless system cannot becircumvented or bypassed. Although in certain embodiments some dataand/or voice traffic may be communicated at least partially over theInternet, it is preferred that the communication path does not includethe Internet. Alternatively, in some embodiments, certain non-gaminginformation may be transported over a path which includes the Internet,while other information relating to the gaming activities of the systemis transported on a path that does not include the Internet.

As shown in FIG. 3, a gaming communication device 32 is in communicationwith a gaming service provider over a network 34. The gaming serviceprovider preferably has one or more servers, on which are residentvarious gaming and other applications. As shown in FIG. 3, some examplegaming applications include horse racing and other sports, financialexchange, casino and/or virtual casino, entertainment and other eventsexchange, and news and real time entertainment. Each of theseapplications may be embodied in one or more software modules. Theapplications may be combined in any possible combination. Additionally,it should be understood that these applications are not exhaustive andthat other applications may exist to provide an environment to the userthat is associated with any of the described or potential gaming orrelated activities.

In another embodiment, as shown in FIG. 4, for example, thecommunications network comprises a private wireless network. The privatewireless network may include, for example, an 802.11x (WiFi) networktechnology to cover “Game Spots” or “Entertainment Spots.” In FIG. 4,various WiFi networks are indicated as networks 41. Networks 41 may useother communications protocols to provide a private wireless networkincluding, but not limited to, 802.16x (WiMax) technology. Further,networks 41 may be interconnected. Also, a gaming system may comprise acombination of networks as depicted in FIG. 4. For example, there isshown a combination of private wireless networks 16, a cellular networkcomprising a multi-channel access unit or sectorized base station 42,and a satellite network comprising one or more satellites 46.

With respect to the private wireless network, because certainembodiments of the technology cover smaller areas and provide veryhigh-speed throughput, the private wireless network is particularlywell-suited for gaming commission needs of location and identityverification for the gaming service provider products. The gaming spotsenabled by networks 41 may include a current casino area 48, new areassuch as swimming pools, lakes or other recreational areas 49, guestrooms and restaurants such as might be found in casino 48 or hotels 45and 47, residential areas 40, and other remote gaming areas 43. Theconfiguration of the overall gaming system depicted in FIG. 4 isintended only as an example and may be modified within the scope of thepresent invention.

In one embodiment, the system architecture for the gaming systemincludes:

(1) a wireless LAN (Local Access Network) component, which consists ofmostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust securityand authentication software; gaming software; mobile carrier approvedhandsets with Windows® or Symbian® operating systems integrated within;and

-   -   (a) CDMA-technology that is secure for over-the-air data        protection;    -   (b) at least two layers of user authentication, (that provided        by the mobile carrier and that provided by the gaming service        provider);    -   (c) compulsory tunneling (static routing) to gaming servers;    -   (d) end-to-end encryption at the application layer; and    -   (e) state-of-the-art firewall and DMZ technologies;        (2) an MWAN (Metropolitan Wireless Access Network), which        consists of licensed and license-exempt, point-to-point links,        as well as licensed and license-exempt, point-to-multi-point        technologies;        (3) private MAN (Metropolitan Access Network) T-1 and T-3 lines        to provide connectivity where wireless services cannot reach;        and        (4) redundant private-line communications from the mobile switch        back to the gaming server.

Each of the “Game Spots” or “Entertainment Spots” is preferablyconnected via the MWAN/MAN back to central and redundant game servers.For accessing the private wireless networks 41, the gaming communicationdevices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops, anddo not have to be managed by a third-party partner.

Preferably, the gaming system includes a location verification feature,which is operable to permit or disable gaming from a remote locationdepending upon whether or not the location meets one or more criteria.The criterion may be, for example, whether the location is within apre-defined area in which gaming is permitted by law. As anotherexample, the criterion may be whether the location is in a no-gamingzone, such as a school. The location verification technology used in thesystem may include, without limitation, “network-based” and/or“satellite-based” technology. Network-based technology may include suchtechnologies as multilateration, triangulation and geo-fencing, forexample. Satellite-based technologies may include global positioningsatellite (GPS) technology, for example.

As previously discussed, the cellular approach preferably includes theuse of at least one cellular, mobile, voice and data network. For gamingin certain jurisdictions, such as Nevada for example, the technology mayinvolve triangulation, global positioning satellite (GPS) technology,and/or geo-fencing to avoid the potential for bets or wagers to be madeoutside Nevada state lines. In one embodiment, the network would notcover all of a particular jurisdiction, such as Nevada. For instance,the network would not cover areas in which cellular coverage for aparticular base station straddled the state line or other boundary ofthe jurisdiction. This is done in order to permit the use of locationverification to insure against the chance of bets originating orterminating outside of the state. Triangulation may be used as a methodfor preventing gaming from unapproved locations. Triangulation may beaccomplished, for example, by comparing the signal strength from asingle mobile station received at multiple base stations, each havingGPS coordinates. This technology may be used to pinpoint the location ofa mobile station. The location can then be compared to a map or otherresource to determine whether the user of the mobile station is in anunapproved area, such as a school. Alternatively, GPS technology may beused for these purposes.

As shown in FIG. 5, the gaming system includes a plurality of gamingcommunication devices 54, 55, and 56. Device 54 is located outside thegaming jurisdiction 58. Devices 55 and 56 are both located inside gamingjurisdiction 58. However only device 56 is located within geo-fence 57,which is established by the coverage areas of a plurality of basestation 53. Thus, geo-fencing may be used to enable gaming via device 56but disable gaming via devices 54 and 55. Even though some gamingcommunication devices that are within the gaming jurisdiction 58, suchas device 55, are not permitted access to the gaming system, thegeo-fence 57 ensures that no gaming communication devices outsidejurisdiction 58, such as device 54, are permitted access.

Geo-fencing does not specify location. Rather, it ensures that a mobilestation is within certain boundaries. For instance, geo-fencing may beused to ensure that a mobile station beyond state lines does not accessthe gaming system. Triangulation on the other hand specifies a pinpoint,or near-pinpoint, location. For example, as shown in FIG. 5, device 56is triangulated between three of the base stations 53 to determine thelocation of device 56. Triangulation may be used to identify whether adevice, such as a mobile station, is located in a specific spot wheregambling is unauthorized (such as, for example, a school). Preferably,the location determination technology utilized in conjunction with thepresent invention meets the Federal Communication Commission's (FCC's)Phase 2 E911 requirements. Geological Institute Survey (GIS) mapping mayalso be utilized to compare identified coordinates of a gamingcommunication device with GIS map features or elements to determinewhether a device is in an area not authorized for gaming. It should benoted that any type of location verification may be used such astriangulation, geo-fencing, global positioning satellite (GPS)technology, or any other type of location determining technology, whichcan be used to ensure, or provide an acceptable level of confidence,that the user is within an approved gaming area.

In another embodiment, location verification is accomplished usingchannel address checking or location verification using some otheridentifying number or piece of information indicative of which networkor portion of a network is being accessed by the gaming communicationdevice. Assuming the using of an identifying number for this purpose,then according to one method of location checking, as an example, aparticipant accesses the gaming system via a mobile telephone. Theidentifying number of the mobile telephone, or of the network componentbeing accessed by the mobile telephone, identifies the caller'sconnection to the mobile network. The number is indicative of the factthat the caller is in a defined area and is on a certain mobile network.A server application may be resident on the mobile telephone tocommunicate this information via the network to the gaming serviceprovider. In a related embodiment, the identifying number or informationis passed from a first network provider to a second network provider.For example, a caller's home network may be that provided by the secondprovider, but the caller is roaming on a network (and in a jurisdiction)provided by the first provider. The first provider passes theidentifying information through to the second provider to enable thesecond provider to determine whether the caller is in a defined areathat does or does not allow the relevant gaming activity. Preferably thegaming service provider either maintains, or has access to, a databasethat maps the various possible worldwide mobile network identifyingnumbers to geographic areas. The invention contemplates using any numberor proxy that indicates a network, portion of a network, or networkcomponent, which is being connected with a mobile telephone. Theidentifying number may indicate one or more of a base station or groupof base stations, a line, a channel, a trunk, a switch, a router, arepeater, etc.

In another embodiment, when the user connects his mobile telephone tothe gaming server, the gaming server draws the network identifyinginformation and communicates that information to the gaming serviceprovider. The software resident on the gaming communication device mayincorporate functionality that will, upon login or access by the user,determine the user's location (based at least in part on the identifyinginformation) and send a message to the gaming service provider. Theidentifying number or information used to determine location may becountry-specific, state-specific, town-specific, or specific to someother definable boundaries.

In connection with any of the location determination methods, the gamingsystem may periodically update the location determination information.This may be done, for example, during a gaming session, at pre-definedtime intervals to ensure that movement of the gaming communicationdevice to an unauthorized area is detected during play, and not justupon login or initial access.

Thus, depending on the location determination technology being used, thedecision whether to permit or prohibit a gaming activity may be made atthe gaming communication device, at the gaming server, or at any of thecomponents of the telecommunication network being used to transmitinformation between the gaming communication device and the gamingserver (such as at a base station, for example).

An aspect of the private wireless network related to preventing gamingin unauthorized areas is the placement of sensors, such as RadioFrequency Identification (RFID) sensors on the gaming communicationdevices. The sensors trigger alarms if users take the devices outsidethe approved gaming areas. Further, the devices may be “tethered” toimmovable objects. Users might simply log in to such devices using theirID and password.

In connection with FIG. 6, an example embodiment of a method accordingto the present invention can be described as follows. As discussed,software is preferably loaded on a gaming communication device and isoperable to receive input data for gaming. The input data may originateat associated gaming software resident on the gaming server, or it maybe input by the user of the gaming communication device. The software onthe device is operable to present a representation of a gamingenvironment. This can include, among other things, a representation of atable game such as a blackjack table or a slot machine. Other examplesof the representation of a gaming environment include graphicalrepresentations of any of the other applications described herein.

In the example method shown in FIG. 6, in a first step 602, the gamingcommunication device is activated. This may take place as a function ofturning on a phone, PDA, or other communication device as describedelsewhere herein. Preferably, activation comprises connecting the gamingcommunication device to a private data network. Part of the activationincludes logging in at a prompt. This may be considered as a first levelof authentication of a user of the gaming communication device. A secondlevel of user authentication comprises authentication of the gamingcommunication device itself. This may occur, for example, byauthentication of a mobile station by a mobile carrier. A third level ofuser identification may comprise biometrics. Various examples ofbiometrics may include, but are not limited to, fingerprintidentification, photo identification, retina scanning, voice printmatching, etc.

In a next step 604, the user is presented with the gaming environment.The gaming environment may be presented in various stages. For instance,in a first stage, the gaming environment may comprise a casino lobbywhere the user is presented with certain gaming options including, forexample, table games, slots, sports book, video poker, and a casinocashier. In a subsequent stage, the user may be presented with optionalinstances of the type of activity selected from the casino lobby.

In a next step 606, the user selects an activity, such as a particularcasino table game. In step 608, the user is presented with one or moreoptions related to the selected activity. In step 610, the user selectsan option. For instance, at this point, the user might place a wager,draw a card, select a restaurant or restaurant menu item, select a newssource or a news story, place a buy or sell order on a financialexchange, place a bet on a certain box office performance over/underamount for a given movie, etc. The options for user input are myriad. Instep 612, the software resident on the gaming communication deviceaccepts the option input by the user and transmits the input data to thesoftware resident at the gaming server. In step 614, the gaming serversoftware acts on the input data.

Actions at this point, may include, without limitation, determining anoutcome and/or amount, accessing another server and/or softwareapplication, retrieving information, preparing a response to the user,etc. The action of determining an outcome and/or amount might takeplace, for example, if the user is using the device to place wagers inconnection with a gambling activity. For certain gambling activities,such as a table game or slot machine, a random number generator may beincorporated to determine the outcome (i.e., whether the user won orlost) and the gaming server software would also determine an amount wonor lost based on the amount wagered and any applicable odds. The actionof accessing another server and/or software application might occur, forexample, in the event the user is engaging in a services activity suchas accessing news services, making reservations and placing food andbeverage orders at a restaurant, or making a retail purchase. The actionof retrieving information might occur when the gaming server software isprompted to access another server for the purpose of retrieving acertain type of information requested by the user.

Preferably, the gaming server software prepares a response to the user'sinput data and in step 616. In step 618, the user acknowledges theresponse. For example, in the case of gambling, the user mightacknowledge that he won a hand of blackjack because the dealer bustedand that his payout was $100 based on a $50 bet at even odds. In step620, the user logs out.

In the situation where the user is gambling, after the series of stepsdescribed in connection with FIG. 6, (or a subset or modified series ofsteps), the user physically enters a casino and goes to a casino cashierfor payout and/or settlement (which can include, for example, extensionsof credit or advance deposits). In one embodiment, there is a waitingperiod (e.g., twenty-four hours) before the user can collect winnings.The purpose of the waiting period is to allow time for fraud monitoring.The waiting period may depend on the amount of the balance. For example,if the user is owed less than $5,000 the waiting period may be twelvehours. If the user is owed between $5,000 and $10,000 the waiting periodmay be twenty-four hours. If the user is owed more than $10,000 thewaiting period may be forty-eight hours.

The duration of activation of the gaming communication device, theduration of a particular session, and/or the duration of a particularactivity may be controlled according to any number of differentparameters. For example, the duration may be based on a predeterminedamount of time or period of time. Activation of the gaming communicationdevice may terminate upon the expiration of a predetermined time period.As another example, an activity may only be permitted until theoccurrence of a particular time of day. According to an alternative, anadministrator, or another party to a transaction within any of thevarious activities, may determine the time period or amount of time.According to yet another alternative, the duration may end upon theoccurrence of an event such as the user entering or leaving a particularlocation. The duration of activation may be dynamically determined basedon a period of non-use. In other words, after a predetermined timewithout being used, the device may “time out” and be deactivated. Theperiod of time, or amount of time, may be cumulatively determined. Forexample, an activity may only be permitted for a period of five hours,collectively. Time counting toward the five hours might stop and startdepending upon the location of the user. As another example, an activitymight only be permitted so long as the user does not enter or leave aparticular location for longer than a predetermined period of time.

Similarly, activation of the gaming communication device and/or theability for a user to engage in a particular activity may only bepermitted during a specified time of day, or for a particular period oftime prior to an event, or for a particular period of time afternotification to the user. Also, activation and/or access may becontrolled based upon the location of the user. For example, if a useris in a particular casino in which a particular show will take placethat evening, the user might be notified that tickets to the show areavailable for a specified period of time prior to the show. The usermight only be permitted to engage in the activity of purchasing ticketsfor the show if the user is in the casino and during the specifiedperiod of time prior to the show. For example, the user might only beable to purchase tickets while in the casino and up to five minutesbefore the start time of the show. Similarly, the activation of thedevice may be restricted based on the location of the user and acorresponding period of time. For example, if a user is in a locationwhere a show is occurring, or is going to occur, the device may bedeactivated (either automatically, or by a party other than the user)during a period beginning five minutes prior to the show and ending fiveminutes after the end of the show.

According to another alternative, the duration or enablement of oneactivity might be determined by the participation of the user in anotheractivity. For example, a user might be allowed to make dinnerreservations at a popular restaurant if the user has been gamblingenough at a given casino. In this way, bonuses or comps may bedetermined or managed based on the activity of the user via the gamingcommunication device.

Preferably, data is transmitted back and forth during the gamingactivities between the gaming communication device and a servercontrolled by the gaming service provider. An example of the path ofcommunication is shown in FIG. 7. Gaming data, such as a wager placed bythe user, is transmitted from gaming communication device 701 to a basestation 702 (or a transmitter in the case of a private wireless networksuch as a WiFi or WiMax network). Base station 702 routes the datathrough network 703 to a hub or gateway 704, which in turn routes thedata to a gaming server 705 operated by a gaming service provider.Preferably, the communication from gaming communication device 701 tothe network 703 comprises wireless communication. This may be any typeof known wireless communication or any type of wireless communicationavailable in the future. Examples of acceptable wireless communicationprotocols include CDMA, GSM, and GPRS.

Preferably, the communication from the network 703 to the gateway 704and to the server 705 is conducted over secure land lines. FIG. 7 is anexample communication network only and the present invention should beunderstood to cover other networks in which data may be transmitted fromgaming communication device 701 to server 705. Preferably, data inresponse to data being transmitted from gaming communication device 701to server 705 is transmitted back to gaming communication device 701along a path essentially opposite to the path of the first transmission.It should be noted that in at least certain embodiments of the methodsand systems described herein, a user is not actually playing a game onthe gaming communication device. Rather, the user is actually playingthe game on the server controlled by the gaming service provider, whichmay be located within a casino.

With respect to payment and/or receipt of winnings and losses, onepossible approach is as follows. Upon check-in at a casino hotel, ahotel representative may query a guest as to whether the guest wantsaccess to a gaming communication device. If the guest does want suchaccess, the hotel representative may provide the guest with a gamingcommunication device in exchange for a credit-card type deposit or otherdeposit. The guest then deposits money into an account for wirelessgaming. The guest's account balance information is loaded onto theguest's account file, which is preferably maintained on the gamingserver. The user may load money into his gaming account by establishinga credit account, for example, at a casino cashier and/or by paying cashto the casino cashier. Many other alternatives exist and this process isan example only. Guest accounts or gaming communication devices may bepreloaded with funds. Funds may be deposited during a gaming session.This may occur, for example, if a user selected a casino cashieractivity from the gaming environment and instructed the cashier to addfunds to the account. The finance subsystem may also utilize accountcard technology (such as ATM cards, credit cards, stored value cards,gift cards, etc) in order to conduct financial transactions associatedwith a user's account. Moreover, the user may receive or make paymentsremotely, by way of inputting instructions via the gaming communicationdevice or by another remote device such as an automatic teller machine(ATM), which is in electronic communication with the gaming server orother server operated by the casino, hotel, gaming service provider orother entity involved in the gaming activities. For example, a usermight remotely (via the gaming communication device) place an order at arestaurant. Then, the user might make advance payment for the meal at anATM-type machine which is operable to receive instructions correspondingto the financial transaction requirements of the gaming activity ofordering food.

A unique aspect of the present invention includes establishing anelectronic record of the gaming transactions undertaken by a user.Preferably, this is accomplished by utilization of a keystroke log,which is an electronic record of all keystrokes made by the user.Utilization of a keystroke log in this context allows for unprecedentedmonitoring of a user's gaming activity. In the event of a dispute, onemay refer to the keystroke log and readily determine whether, in fact, auser placed a particular wager, for example.

An additional possible aspect of the electronic record is to allow agaming control board or other regulatory authority, access to theelectronic record in a direct manner in order to conduct periodicindependent monitoring of the gaming activities conducted over thesystem. Another possible aspect is to allow policing against riggedmachines. For instance, it is possible that the gaming control board (orother regulatory authority) could obtain a gaming communication deviceand compare their test results over time against records in theelectronic record database (e.g., by comparing the results shown in thekeystroke log). This essentially comprises electronic access fortesting.

In another embodiment of the invention, as shown in FIG. 8, a ship-basedgaming system is provided. The system preferably comprises passengervessel 802, such as a cruise liner for example. The system includes oneor more gaming communication devices 806 connected to a communicationnetwork. The network shown in FIG. 8 comprises a mobile network withbase stations 808 connected via a LAN to a base station controller (BSC)810. BSC 810 is connected via a T1 interface to a first Very SmallAperture Terminal (VSAT) modem 812, which is in communication with afirst satellite 814. First satellite 814 is operable to transmit andreceive signals from second satellite 814, which is in communicationwith second VSAT modem 812. Second VSAT modem 812 is in communicationwith a gaming server 818 located at gaming service provider 816. Gamingserver is coupled to gaming database 820. Again, the networkconfiguration depicted in FIG. 8 is for example purposes only, and otherconfigurations are within the scope of the present invention. Anon-board back office 822 is preferably provided. Data is communicated bythe on-board VSAT modem and transmitter to the first satellite for relayto the second (preferably land-based) VSAT receiver and modem. The datais then communicated to a server and/or centralized database via amobile station controller (not shown).

A corresponding business model involves the gaming service providercontracting with a cruise line, which agrees to allow the gaming serviceprovider to provide coverage throughout the cruise line's ship(s), byusing repeaters for example. The gaming service provider may provide aprivate wireless network, in which case any revenue generated from useof or access to the private wireless network, and revenue from gamingactivities, may be allocated among all or any subset of the cruise lineand the gaming service provider. Alternatively, the gaming serviceprovider may contract with a mobile carrier and a satellite provider, inwhich case revenue from the mobile calls, and revenue from gamingactivities, may be allocated among all or any subset of the cruise line,the mobile carrier and the gaming service provider.

There are several scenarios for a user's activity relative totransactions conducted over the gaming system. In one example scenariothe user is in a fixed, but remote, location from the gaming server,which may be located on the premises of a casino. This may be include,for instance, a situation in which the gaming communication device is akiosk or some other communication device which is in a fixed position orwhich is tethered to a fixed position so that the gaming communicationdevice cannot be moved beyond a certain area. In another examplescenario, the user starts a gaming transaction at a first location andends the transaction at a second location different from the firstlocation. In another example scenario, the user is mobile during asingle gaming transaction. In another example scenario, the user ismobile within a first approved area then (during the gaming transaction)the user moves outside the first approved area, through an unapprovedarea, to a remote second approved area.

In an alternative embodiment, the gaming system may be configured tooperate as a “curb-to-curb” gaming system. In such a system, acommunication path may be established between the device and aparticular server, based upon whether the user is in a locationcorresponding to that particular server. For example, the user mightenter a first casino, or an authorized area associated with the firstcasino, and thereby activate the establishment of a communication pathbetween the device and a server located at and/or controlled by thefirst casino. While the user is on the premises of the first casino, theuser might be able to participate in activities, such as playingblackjack, at the first casino. Then, if the user leaves the firstcasino, the gaming system might be configured to terminate the firstcommunication path (i.e., between the device and the first casino'sserver), or otherwise deactivate the device and/or terminate the user'sability to use the device to participate in activities associated withthe first casino. When the user enters a second casino, or an authorizedarea associated with the second casino, a second communication path(e.g., between the device and a second server located at or controlledby the second casino) may be established. Thus, the user would now beable to play blackjack (or engage in other activities) at the secondcasino, rather than the first casino.

As another example, a particular casino is often related to othercasinos within a jurisdiction or specified area. Under such a scenario,if a user entered any of the related casinos, then the appropriatecommunication path or paths could be established between the gamingcommunication device and one or more of the casinos in the group ofrelated casinos, thereby enabling the user to play casino games (orengage in other activities) at the one or more casinos in the group ofrelated casinos. Depending on regulatory requirements, the preferredconfiguration might be to establish a communication path with a serverat a particular casino within the group at which the user wants to play.Then, a different communication path could be established at asubsequent casino if the user wants to play at another casino. Undercertain circumstances, and again depending on regulatory requirements,some information associated with user activity might be maintained at acentralized server accessible by more than one casino within the group.

In another example embodiment, the gaming system may be used to enablegaming activities involving multiple wireless users who interact withone another. For instance, the system may enable a table game (such asblackjack) in which a first user and a second user are conducting gamingtransactions on the same table and in which options selected by thefirst user directly impact outcomes and options relative to the seconduser. Preferably, the gaming environment presented on the gamingcommunication devices of both the first and second users will indicatethe existence and activity of the other respective user. Another exampleof multiple users interacting on the gaming system is the provision of apoker game in which users place bets against one another instead of, orin addition to, placing bets against the house. Another example ofinteraction between users is when a first user makes restaurantreservations or purchases event tickets, thereby reducing the optionsavailable to the second user.

Preferably, the gaming service provider provides at least the followingfunctions. First the gaming service provider provides and controls theone or more gaming servers. These servers may be physically locatedwithin the confines of the gaming service provider or may exist at aremote location. As mentioned, the gaming servers may also be located ator near a games provider such as a casino, casino hotel, racino, cruiseship, race track, etc. The gaming service provider may also providemonitoring services such as transaction monitoring and key strokelogging services. The gaming service provider may also provide datamanagement and security services. These services are not intended to beexhaustive and the gaming service provider may provide other serviceswhich facilitate the gaming process.

It should be noted that the invention can be implemented in connectionwith any gaming environment or an environment for any other activity,which may be conducted electronically. The invention is not limited toNevada or any other particular gaming jurisdiction. For instance, theinvention can be employed in connection with casinos in Atlantic City,N.J., international jurisdictions, Native American gaming facilities,and “racinos” which are race tracks that also have slot machines, videolottery terminals, or other gambling devices. For example, in connectionwith “racinos,” the invention might be used by participants who wish toplay slot machine games while they are viewing race horses in thepaddock area. This might be desirable in the event that the slot machinearea does not allow smoking and a participant wishes to gamble from anoutdoor smoking area. Alternatively, the slot machine area might permitsmoking and the gambler wishes to play the slot machines from an areawhere he or she can avoid breathing second-hand smoke. Numerous otherscenarios can be envisioned in which the gaming participant can use theinvention to participate in remote gaming, while enjoying some otherprimary activity in a location remote from the gaming facility. Further,the invention is not limited to gaming, but can include otherapplications, such as trading financial instruments, and wagering onother types of events, such as elections, award events, or any otheractivity.

Another example embodiment involves the application of one or more ofthe methods and systems described herein to the activity of conductingfinancial transactions. Thus, the gaming communication device may beconfigured to enable a user to conduct such financial transactions,which may include, without limitation, any transaction involving afinancial institution, such as banking, trading securities, or managing401K or other investment fund assets. Preferably, a communication pathwould be established between the user and any of the servers or othercomputers necessary to conduct the financial transaction. As withcertain other embodiments the ability to engage in this activity may becontrolled by one or more parameters including location and/or identityverification and time or duration limits.

Conducting financial transactions may be one of the activities presentedto the user of the gaming communication device. Any of the possiblefinancial transactions might be presented as sub-activities. As anexample, a user might want to trade securities listed on a particularexchange. Regulations might require the trader to be located within acertain jurisdiction to execute trades on the exchange. The exchangemight have its own rules and could require that the trader be located onthe premises. With the location verification techniques describedelsewhere herein, the particular financial transaction activity mightonly be enabled if the user is located in a particular geographic area,for example.

As a related feature, the system may be configured to provide a creditverification feature, according to which a user's creditworthiness maybe checked by a party to a transaction, or by which the user might applyfor credit. For example, if a user wants to purchase $10,000 worth of aparticular stock, then a communication path might be established betweenthe user and a server located at and/or controlled by an exchange uponwhich the stock is being traded. An additional communication path mightbe established between the exchange server and a server of an accountmanager that manages the user's account. These communication paths wouldenable the basic transaction—that of the user purchasing the stock. Yetanother communication path, however, might be established between aseller's server, the exchange server, and/or the account manager serverand a server located at and/or controlled by a credit agency. This pathwould enable an interested party to the transaction to check and/orapprove the user's credit to prior enabling the transaction.

According to one aspect of certain embodiments, a user of the gamingcommunication device can connect from the device to a financial serviceprovider's server to provide a “Push to Trade” feature. In order toenable this feature, the device is configured to be capable offacilitating a “Push to Talk” protocol, whereby the device behaves likea walkie-talkie. Thus, the device may include any suitable program orapplication that enables the Push to Talk feature. As used herein, thephrase “Push to Talk” includes any protocol that allows for a directconnection feature for an end user. Included are all such protocols(e.g. Instant Talk, Fastchat, etc.) within the broad rubric of “Push toTalk” including those that provide wide-area, instantaneous contact.

The Push to Talk protocol allows a given device to instantly connect toany number of other devices, such as any other telephone (mobile orlandline-based), personal computer, laptop, etc. The connection for theend user does not have to be spawned by any conventional dialing or bytriggering some form of automatic dialing. A simple button can bedepressed to provide the requisite connection. In the context of timing,Nextel (who developed the original Push to Talk technology) suggeststhat their Push to Talk protocol should connect within 2 seconds.

A related technology is Push to Talk Over Cellular (PoC). PoC service isa form of interactive voice messaging that combines walkie-talkie andcellular phone connectivity, allowing users to quickly connect withanother person or an entire group of friends and contacts at the push ofa button on a PoC-enabled handset.

The Push to Talk protocol allows users to use the walkie-talkie paradigmover an IP or a cellular network, which diminishes the boundarylimitations of a conventional two-way radio. The Push to Talk service isbased on a disruptive technology. Latency is an issue during sometraditional mobile telephone conversations. One appeal of the Push toTalk platform, as compared to executing a traditional telephone call, isbeing able to talk to an individual or to a group of individualsinstantly, without waiting for someone to answer due to latency issues.Another benefit of the Push to Talk feature is a shorter than normalphone call, which cuts down on dialing costs for corresponding endusers. Nextel estimates that the average Push to Talk call lasts fortyseconds. Push to Talk technology is compatible with virtually anynetwork communications; for example, the Push to Talk protocol mayreadily be used in conjunction with cellular telephone networks,including GSM and CDMA. The network equipment used for the Push to Talkfeature is currently being offered by companies such as EricssonMotorola, Siemens, Sony Ericsson, and Nextel.

Because Push to Talk effectively turns the handheld device into awalkie-talkie, it not only successfully enables end users to send voicemessages, it also enables immediate data texts (commonly referred to as“direct messaging”). Push to Talk messaging represents a significantimprovement over short messaging systems in bypassing the slow andclumsy process of entering text via a phone keypad. This makes textmessaging quicker and more effective.

According to the “Push to Trade” feature, once the end user initiatesthe call, the financial service provider is instantly connected to theend user. In one embodiment, the financial service provider has one ormore electronic trade desks that are dedicated to this feature for theirclients. Thus, all “Push to Trade” requests may be received at thislocation. In other embodiments, any suitable entity, broker, standardtrading desk, or electronic device may receive such Push to Tradecommunications.

Once the connection has been established, the financial service providermay then simply conduct the trade as prescribed by the end user. Forexample, upon connection, the end user may be presented with thefinancial or market environment in which he seeks to participate. Thetrade desk representative or device can query the end user to execute anelectronic or a broker-assisted trade. In addition, the financialenvironment may be presented in various stages. For instance, in a firststage, the financial environment may comprise a financial summary of allmarkets where the user is presented with certain financial optionsincluding, for example, specific market summaries, specific prices forselected assets (e.g. commodities, stocks, bonds, etc.), currentpositions, buying power, etc. In a subsequent stage, the user may bepresented with optional instances of the type of activity selected fromthe market platform.

From this platform, the end user can select an activity, such as aparticular type of trade. Thus, the user is presented with one or moreoptions related to the selected activity. For instance, at this point,the user might place a buy or a sell order on a financial exchange. Thesoftware, which may be resident on the device, on the server, or on acombination of both, accepts the option input by the user and transmitsthe input data to the financial service provider. Subsequently, thefinancial service provider acts on the input data. The Push to Talktechnology readily accommodates a voice log of the transaction for auditor confirmation purposes. Hence, a digital voice storage may beprovided, whereby the transaction (e.g., inclusive of bid and askprices) is recorded. In addition, the automatic voice log can then relaythis information back to the end user (e.g., via his e-mail or via aconventional postal mail service). This could occur as a matter ofcourse such that the end user is routinely provided with a suitableconfirmation receipt for all of his trading activity.

Actions at this point may include, without limitation, determining anoutcome and/or amount for the trade, accessing another server and/orsoftware application, retrieving additional information, preparing asuitable response to the user, etc. The action of determining an outcomeand/or amount might take place, for example, if the user is using thedevice to place trades in conjunction with his account and a givenexchange. Hence, this could include a formal tallying of the executedtrade, inclusive of the charged commission, the amount debited from theaccount to cover the trade, etc. The action of accessing another serverand/or software application might occur, for example, in the event theuser is engaging in a services activity such as accessing news services.The action of retrieving information might occur when the financialsoftware is prompted to access another server for the purpose ofretrieving a certain type of information requested by the user. Thefinancial service provider can then prepare a response to the user'sinput data. Once this activity has concluded, the user can acknowledgethe response and then log out and terminate his session.

It should be noted that the “Push to Trade” feature can be used in otherapplications of the gaming technology described herein. For example, inan application where the user of the gaming communication device isplaying blackjack from an authorized area outside the casino gamingarea, the Push to Trade feature would enable the user to participateaudibly in the blackjack game actually taking place within the casinogaming area. The Push to Talk technology would allow the user toimmediately and virtually “sit down” at an actual blackjack tablewithout the delay caused by the conventional setup and tear down processof certain traditional telecommunication protocols. Also, once the useris participating in the game, the user can communicate orally with thedealer, or other users that are physically at the table, without thelatency issues of certain mobile telecommunication systems.

In at least one embodiment, the invention provides jurisdictionalcontrols, which limit gaming to approved geographical areas. Theinvention may also include an age/identity verification feature. Thiscan be accomplished through any applicable technique including retinascanning, finger print identification, voice print matching, or otherbiometrics. Identity verification can also be accomplished by having acustomer take a picture of himself (e.g., by use of a digital picturephone) and transmitting the picture to the gaming service provider forcomparison to a stored picture of the pre-approved user. Identityverification can also be accomplished by way of comparison ofparticipant provided data to stored data, and execution of electronicagreements or contracts by the participant. Identity verification canalso be accomplished by monitoring a keystroke characteristic (e.g.,rhythm, patterns, or cadence) of the user, or any other method in whicha parameter uniquely associated with the user can be observed. Theinvention may also provide for the logging of keystrokes. In at leastone embodiment, all communications are accomplished without accessingthe Internet.

Mobile, remote gaming may be desirable for many reasons, some of whichhave already been described. The invention may allow supplementation ofexisting in-house gaming revenue by allowing bettors to place bets whileenjoying other leisure activities such as golf, swimming, dining andshows. The invention may complement the new coinless wageringenvironment as bettors can play their favorite games outside the casino.The invention provides a high-speed, reliable, accurate, and securemobile gaming environment that complies with regulatory requirements foridentification and location verification of the bettor with the abilityto generate key stroke logs. The invention may restrict unauthorizedusage from a geographic perspective and is capable of implementationusing location verification technology (e.g., geo-fencing) to conformthe gaming activities to legal parameters.

Consumers may benefit from an increased choice of gaming environments.Consumers will be able to bet in whatever surroundings they prefer,benefiting from the knowledge that the product is regulated, fair andsecure while enjoying the gaming experience at the speed they choosewithout external influences, such as that which might occur within thein-house casino environment. The gaming businesses can use the inventionto increase their revenue base through a new, regulated, mobile, remotechannel. Customers wanting to be entertained during downtime or outsidea casino will be able to play games on their gaming communication deviceand customers intimidated by a traditional casino environment will beable to play in private. The gaming jurisdictions may benefit from anincrease in gaming an ancillary revenue growth because customers willhave a more enjoyable experience.

The invention may also be used to deliver content at an increased speedcompared to traditional telecommunications systems. The content mayinclude, for example, live reports, entertainment, news, promotions andadvertising.

As mentioned, the invention provides a mobile gaming environment thatcomplies with regulatory requirements for identification and locationverification of the bettor. Moreover, the system is designed to be onehundred percent “clean” from a regulatory perspective. The software isclean in that it has not been and will not be licensed to anyone whodoes business illegally or otherwise operates in a “gray” area. Forexample, in a preferred embodiment, the software is not licensed to anentity that will illegally operate the software, or otherwise illegallydo business, on the Internet. This may be desirable in that certaingaming jurisdictions will not grant gaming permits or licenses tocompanies that do business with, or license technology to or from, otherentities known to be engaging in illegal operations.

Preferably, the system is designed such that the gaming software (orother application software operating on the system) is also one hundredpercent clean from a regulatory perspective. For instance, beforegranting a license, a gaming jurisdiction may require that the softwarebeing used is not tainted in that it has not been used by the licenseapplicant in violation of any laws and has not been licensed orotherwise distributed or disseminated to others who have used thesoftware for illegal purposes, or who have been engaging in illegalactivity. Therefore, it is preferred that the gaming software be cleanand untainted from this perspective.

The systems and methods described herein may also be used to deliverand/or access “Rich Media” content such as, for example, sports video(live or nearly live) and audio commentary. Such may often only bedistributed within specific jurisdictions. Therefore, the distributionmay benefit from the inventive aspects discussed herein, particularlythe location verification aspect, such as geofencing.

The gaming system and methods described herein may permit, among otherthings, pari-mutuel wagering, sports betting, and dissemination of newsand other content. The invention also enables a casino or other gamingprovider to advertise ancillary services such as shows, bars, andrestaurants. The invention also enables remote reservations andpurchases in connection with such services.

According to an embodiment of the invention, the gaming system providesfor the dissemination of real-time odds to users accessing the system.

In another embodiment, an outcome in one transaction can trigger thepresentation to the user of options for a second transaction. Forexample, if a user wins a predetermined amount of money playingblackjack, the user might be presented with an option to purchase retailitems at a casino store or to make reservations for certain services ata club. As another example, if a user uses the system to purchase showtickets, the user might be offered to make reservations at one ofseveral restaurants within a certain proximity to the show.

Although this disclosure has been described in terms of certainembodiments and generally associated methods, alterations andpermutations of these embodiments and methods will be apparent to thoseskilled in the art. Accordingly, the above description of exampleembodiments does not define or constrain this disclosure. Other changes,substitutions, and alterations are also possible without departing fromthe spirit and scope of this disclosure.

The invention claimed is:
 1. An apparatus to facilitate communicationover a network between interface devices of mobile electronic devices,comprising: at least one processor; and at least one memory havinginstructions stored thereon which, when executed by the at least oneprocessor, direct the at least one processor to: determine a firstlocation of a first mobile electronic device of a first user, the firstmobile electronic device being operable to make a plurality ofinteractive applications available to the first user for use via thefirst mobile electronic device, each of the plurality of interactiveapplications being configured to receive input from the user via one ormore user input devices of the first mobile electronic device; determinewhether to enable operability of the plurality of interactiveapplications to the first user for use via the first mobile electronicdevice based on whether the first mobile electronic device is located inan area within the first location; determine whether to disableoperability of the plurality of interactive applications to the firstuser for use via the first mobile electronic device based on whether thefirst mobile electronic device is located in an area outside the firstlocation; determine that the first user is using one of the plurality ofinteractive applications at the first location, in which the first userprovides at least one input to a gaming application as one of theplurality of interactive applications via the one or more user inputdevices of the first mobile electronic device; determine a change inlocation of a second mobile electronic device of a second user;responsive at least to (a) determining a change in location of thesecond mobile electronic device and (b) determining that the first useris using one of the plurality of interactive applications via the mobileelectronic device at the first location, cause a communicationcomprising an alert with information about the first location of thefirst mobile electronic device to be output at the second mobileelectronic device; and store a first user profile associated with thefirst user and a second user profile associated with the second user,and wherein content and display of the alert is at least partiallydependent upon information in the first user profile and the second userprofile, wherein the alert provides directional information based atleast partially on the location of the first user.
 2. The apparatus ofclaim 1, wherein the communication comprises an invitation toparticipate in a gaming activity, and in which the first mobileelectronic device comprises a first mobile gaming device operable tomake a plurality of gaming activities available to the first user forplay via the first mobile gaming device, and in which the second mobileelectronic device comprises a second mobile gaming device operable tomake a plurality of gaming activities available to the second user forplay via the second mobile gaming device.
 3. The apparatus of claim 1,wherein the communication information comprises an invitation to place abet, in which the act of determining that the first user is using one ofthe plurality of interactive applications at the first locationcomprises determining that the first user is engaged in a gamingactivity at the first location, in which the one of the plurality ofinteractive applications prompts the user for input via an interface ofthe first mobile electronic device.
 4. The apparatus of claim 1, inwhich the instructions, when executed, further direct the at least oneprocessor to: determine that the first location is near to a locationwhere a service is provided; and responsive to determining that thefirst location of the first user is near to the location where a serviceis provided, transmit to the first mobile electronic device apromotional announcement comprising an advertisement for the service. 5.The apparatus of claim 1, wherein the instructions, when executed by theat least one processor, further direct the at least one processor totransmit a second communication to the second user, the secondcommunication comprises at least one of: (1) scheduling informationregarding an upcoming event; (2) information determined based on afinancial status of the first user; (3) information about betting limitsat a gaming table; and (4) information regarding odds associated with agambling opportunity, and wherein the communication comprises at leastone of an audible signal, a verbal message, a textual message, and agraphical display on a display screen of the second mobile electronicdevice.
 6. The apparatus of claim 1, in which the instructions, whenexecuted by the at least one processor, further direct the at least oneprocessor to receive from the first user one or more parameters fortriggering transmission of the communication to a mobile electronicdevice.
 7. The apparatus of claim 1, in which the instructions, whenexecuted, further direct the at least one processor to transmitinformation to the second mobile electronic device based on a placementof a bet by the first user.
 8. The apparatus of claim 1, in which theinstructions, when executed, further direct the at least one processorto transmit information to the second mobile electronic device based ona selection of an activity by the first user on the first mobileelectronic device.
 9. The apparatus of claim 1, in which theinstructions, when executed, further direct the at least one processorto transmit information to the second mobile electronic device based ona size of a bet in a game.
 10. The apparatus of claim 1, in which theinstructions, when executed, further direct the at least one processorto transmit information to the second mobile electronic device based onan arrival of the first user at a specific location.
 11. The apparatusof claim 1, in which the instructions, when executed, further direct theat least one processor to transmit information to the second mobileelectronic device based on a departure of the first user from a specificlocation.
 12. The apparatus of claim 1, wherein the communicationcomprises directional information comprising directions from a locationof the second user to a location associated with the first user, inwhich the first user is using the application at a time when thecommunication is output at the second mobile electronic device.
 13. Theapparatus of claim 1, in which the communication comprises directionsfrom a current location of the second user determined by the at leastone processor to at least one of: (1) an event; (2) a current locationof the first user determined by the at least one processor; and (3) alocation of a gaming table in a casino.
 14. The apparatus of claim 1, inwhich the act of determining the change in location of a second mobileelectronic device comprises at least one of: (1) determining that thesecond user has left a second location that is different from the firstlocation; (2) determining that the second user has entered the firstlocation; and (3) determining that the second user has entered a secondlocation that is different from the first location.
 15. The apparatus ofclaim 1, in which the communication comprises information about aspecific gaming table of a casino, and in which the first location ofthe first mobile electronic device comprises a location at the specificgaming table.
 16. The apparatus of claim 1, in which the second mobileelectronic device comprises a display screen, and in which theinstructions, when executed by the at least one processor, furtherdirect the at least one processor to cause the display screen to displayinformation about a location of the first user.
 17. A method tofacilitate communication over a network between interface devices ofmobile electronic devices, the method comprising: determining, by atleast one processor, a first location of a first mobile electronicdevice of a first user, the first mobile electronic device beingoperable to make a plurality of interactive applications available tothe first user for use via the first mobile electronic device;determining, by the at least one processor, that the first user is usingone of the plurality of interactive applications at the first location,in which the one of the plurality of interactive applications promptsthe first user to enter a plurality of inputs at an interface screen ofthe first mobile electronic device; determining, by the at least oneprocessor, whether to enable operability of the plurality of interactiveapplications to the first user for use via the first mobile electronicdevice based on whether the first mobile electronic device is located inan area within the first location; determining, by the at least oneprocessor, whether to disable operability of the plurality ofinteractive applications to the first user for use via the first mobileelectronic device based on whether the first mobile electronic device islocated in an area outside the first location; determining, by the atleast one processor, a change in location of a second mobile electronicdevice of a second user; responsive at least to (a) determining a changein location of the second mobile electronic device and (b) determiningthat the first user is providing input to a gaming application as one ofthe plurality of interactive applications via the mobile electronicdevice at the first location, causing, by the at least one processor, acommunication comprising an alert with information about the firstlocation of the first mobile electronic device to be output at thesecond mobile electronic device, wherein information about the locationof the first user is not caused to be output at the second mobileelectronic device until it is determined that the location of the secondmobile electronic device has changed; and storing, by the at least oneprocessor, a first user profile associated with the first user and asecond user profile associated with the second user, and wherein contentand display the alert is at least partially dependent upon informationin the first user profile and the second user profile, wherein the alertprovides directional information based at least partially on thelocation of the first user.
 18. A non-transitory machine-readable mediumhaving instructions stored thereon that are configured to facilitatecommunication over a network between interface devices of mobileelectronic devices and to cause at least one processor to: determine afirst location of a first mobile electronic device of a first user, thefirst mobile electronic device being operable to make a plurality ofinteractive applications available to the first user for use via thefirst mobile electronic device; determine whether to enable operabilityof the plurality of interactive applications to the first user for usevia the first mobile electronic device based on whether the first mobileelectronic device is located in an area within the first location;determine whether to disable operability of the plurality of interactiveapplications to the first user for use via the first mobile electronicdevice based on whether the first mobile electronic device is located inan area outside the first location; determine that the first user isusing one of the plurality of interactive applications at the firstlocation, in which the first user using the one of the plurality ofinteractive applications comprises the first user inputting a pluralityof inputs into the first mobile electronic device; determine a change inlocation of a second mobile electronic device of a second user; andresponsive at least to (a) determining a change in location of thesecond mobile electronic device and (b) determining that the first useris providing input to a gaming application as one of the plurality ofinteractive applications via the mobile electronic device at the firstlocation, cause a communication comprising an alert with informationabout the first location of the first mobile electronic device to beoutput at the second mobile electronic device; and store a first userprofile associated with the first user and a second user profileassociated with the second user, and wherein content and display of thealert is at least partially dependent upon information in the first userprofile and the second user profile, wherein the alert providesdirectional information based at least partially on the location of thefirst user.
 19. The non-transitory machine-readable medium of claim 18,wherein the communication comprises an invitation to participate in agaming activity, and in which the first mobile electronic devicecomprises a first mobile gaming device operable to make a plurality ofgaming activities available to the first user for play via the firstmobile gaming device, and in which the second mobile electronic devicecomprises a second mobile gaming device operable to make a plurality ofgaming activities available to the second user for play via the secondmobile gaming device.
 20. The non-transitory machine-readable medium ofclaim 19, wherein the communication information comprises an invitationto place a bet, in which the act of determining that the first user isusing one of the plurality of interactive applications at the firstlocation comprises determining that the first user is engaged in agaming activity at the first location.